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KSP2 Release Notes
Everything posted by Lupi
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Can confirm the mod works fine in 1.3.1 for anyone who's looking to use it
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Lupi replied to Crzyrndm's topic in KSP1 Mod Releases
Works fine for me! -
Would you guys rather they give you a date they fail to meet? I'm legit curious. I'd prefer vagueness, honestly. They're not being condescending or insulting to you guys, they're just saying "we don't know how long it'll take to clean up Flying Tiger's mess, and we're not gonna rush it." And it's not like there haven't been weekly updates that talk about their progress on console, either. This may prove to be a bad example, but in January 1967 3 astronauts strapped into a Saturn IB to test the Apollo command module. It kinda was so broken that it caught on fire and killed them before they ever left the ground. NASA began a massive total inspection of the Saturn and all the various parts of the Apollo mission architecture. It took nearly 2 years before men flew on Saturn again, in October 1968. And then there were nearly 0 hiccups in the apollo program after that. Flying Tiger shipped a broken game, and now Squad and Blitworks are having to go over every line of code to make sure they fix every little bit of anything that they can. It's sorta different, but would you rather they rush it, and be less thorough? Making them release it faster isn't gonna mean it's magically fixed, and you could still be in the same mess all over again. At any rate, they say they're nearly done, and they're currently doing what I guess amounts to QA testing to make sure there's nothing they missed, no curveballs or things out of the blue: So really, being hostile towards them for offering everything but a date and sticking to "when we're sure it's not broken" isn't really exactly useful or meaningful conversation.
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Bit early for that, don't ya think? I was just bein' the big heap of worry i secretly am inside. Not time for pitchforks yet As far as I had read (and I made sure to, I'm never the one to jump onto something without reading. I always complain about those copypastas on Discord from folk who can't be asked to google search the text before going [at]everyone with the latest "hackers" for example), OpenIV is a tool locked to singleplayer GTA, that works... sorta like our TextureReplacer? lets you put models in and stuff, and swap textures around. Lots of other mods use it, for that reason. As far as multiplayer goes, people have made other tools to create their own non-Rockstar servers that they could use mods on. Namely, third party roleplay servers where you get to play as the cops for example. I think that's where the 'multiplayer' usage comes in, because you can't own a cop car otherwise. But, that's detached from GTA Online, and doesn't work on GTA Online. That's not to mention it's been around for 10 years, it was originally for GTA IV as the name suggested, so that's where I start to get an ounce of worry. If they're willing to decide something that's fine for 10 years is no longer fine at whatever whim, when it's such a known tool that Rockstar apparently promoted it at one time... that's where concerns over T2 superseding Squad come in, as they apparently superseded Rockstar. ---------- Long story short, I'm worried and looking for answers but I didn't mean to cause a panic. I suppose I should've realized I would cause one when I posted, though. Put the pitchforks down until we hear something, I just wanted to bring that sorta-breaking news up in the light of the acquisition.
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http://gtaforums.com/topic/889348-take-two-vs-modding/ I try to be optimistic. I do. But if they're willing to stab GTA's modding community in the back, regardless of Rockstar's own feelings on the matter, I start to get concerned. Regardless of how SQUAD feels, I could see T2 stepping in and deciding that "Oh, you've been making a mod for EVA parachutes for years? Oh well, our new DLC has EVA parachutes and now you're competing/infringing on our trademark." I mean, there's apparently a chance that the letter's fake, but it leaves a bad taste in my mouth.
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You're forgetting about the KSP where they search for Bob, and the one where they have to time travel to find the whales. Then that weird crossover one where they bring the original Jeb back, because he got trapped in a parallel dimension or something and they team up to defeat something.
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The Lab, their big VR demo, was done in Unity. I think so far the most VR they've done in Source 2 is just proof of concept stuff, if that's the engine you're talking about.
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I mean, BahamutoD of BDArmory is working on a VR Combat Flight Sim which looks awesome, called VTOL VR. He's just doing that on his own; Valve is totally after VR on a massive scale, makes sense for them to want Unity devs as such. Kerbal's an example of Unity being stretched to do crazy things, so Valve knows the old KSP team has the skills for it.
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They're really into VR right now, and Unity is -the- engine for VR development right now. It makes sense that valve would go gaga over some experienced unity developers. I bet Squad was likely to have them sign a non-compete clause or whatever so they couldn't just go make their own KSP, and I'm sure Valve doesn't want to step on toes, so VR's my theory
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Terms of the deal are confidential. Probably Rockstar. TTI also owns the people who produce XCOM, and those people LOVE mods, they even i think helped with production of the Long War mod if i remember that story right.
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Maybe it's a hipster thing, like "KSP's only good because it's indie" or something like that and because KSP is now "mainstream" (as if it wasn't already a massively acclaimed game) they hate it?
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Depends on whether we're talking the pork revamp pod or the old pod
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Amazon might still be selling them. https://www.amazon.com/gp/product/B01FT61SI2/ref=oh_aui_detailpage_o04_s02?ie=UTF8&psc=1 Never mind.
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As far as i'm concerned, the farthest kerbal's "story" goes is that you have a box of rocket parts and some planets and moons to fling them at. Maybe there's a bit more with Career mode, given the agencies and contracts, but that's still barely a story. From there, you can create your own story in your own career.
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For the most part, yeah. I think the mobile version has microtransactions now or something, but that's what happens to all mobile games.
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Something like that. They've bought the rights to publish the game, and presumably they've bought the Kerbal Space Program name and branding. We'll know more as things go forward, though perhaps @UomoCapra or @Badie could better explain.
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T2 is a game publisher, like EA or Microsoft or Activision. They went to Squad and purchased the right to publish and manage the game, much like a book publisher will make a deal with an author to publish their book. We don't know much about the deal, but in the case of the book comparison, often authors and publishers negotiate things like rights to the name, to producing movies based on the book, and so on. We have yet to see and it will be a while until we know what sort of things SQUAD and T2 agreed upon.
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They're not likely to say, much like we don't know how much they've made off KSP. their numbers aren't public
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I assumed from the start that all my mods were gonna be broken; fortunately, I don't use part mods so I just started doing other things while I couldn't design spacecraft, use the navigational aids i liked, and so on. Since terrain seams are fixed, I'm finally doing that big science/anomaly road trip on Duna that i had planned on doing back in April when my Kerbals touched down on the surface. That being said, I miss being able to do the other things, but I can wait as the mods I like to use slowly get updated.
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In case anyone's curious, the mod seems functional on 1.3. The first set of large dots show up as unicode missing character blocks, but it seemed to be working as intended otherwise at a precursory glance. It showed up, counted down right for a ship with a maneuver. There didn't also appear to be any logspam or issues with the mod functioning, but I can't say i thoroughly tested it. EDIT: To be clear, not complaining/asking for an update/etc, just passing along information from what i'd noticed.
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I've been waiting for a mod that does something like this for ages! This gets a bit annoying. My proposed solution was custom vessel categories, like how you can set somethign as debris, but for my career mode's plethora of contract satellites, so i could just hide THOSE as i pleased. This'll do that and more, even if it's not as specific to my usecase, so i thank you for it!
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I bought the game for $13 back in summer 2013, i have logged... 1643 hours. That's not even $0.01 per hour, and considering the small handful of donations I've gotten from streaming the game it's probably even less than that! I think i can afford the expansion, personally. It just comes down to whether i'm interested enough in it; I'm optimistic, but I'll still probably wait on reviews of it to see what sort of thing it actually is. At the very least, further announcements that bring more to light!
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I've seen Fry a few times, but it seems like you all forgot this image existed: shame on you all!
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In all probability, the Porkjet revamp, while done by him, was done under contract to SQUAD. Porkjet as such is unlikely to have retained ownership of the assets, and what of them that have been created all belong to Squad as he was on payroll to create those assets for them.
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only if you choose to accept it. Then it self destructs, because it's made out of explodium.
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